51 lines
1.2 KiB
C++
51 lines
1.2 KiB
C++
#include "Mesh.h"
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#include <GL/glew.h>
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Mesh::Mesh(const float* buffer, size_t vertices, const int* attrs) : vertices(vertices){
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vertexSize = 0;
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for (int i = 0; attrs[i]; i++){
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vertexSize += attrs[i];
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}
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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if (buffer){
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, buffer, GL_STATIC_DRAW);
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} else {
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glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_DRAW);
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}
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// attributes
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int offset = 0;
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for (int i = 0; attrs[i]; i++){
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int size = attrs[i];
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glVertexAttribPointer(i, size, GL_FLOAT, GL_FALSE, vertexSize * sizeof(float), (GLvoid*)(offset * sizeof(float)));
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glEnableVertexAttribArray(i);
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offset += size;
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}
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glBindVertexArray(0);
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}
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Mesh::~Mesh(){
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &vbo);
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}
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void Mesh::reload(const float* buffer, size_t vertices){
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, buffer, GL_STATIC_DRAW);
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this->vertices = vertices;
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}
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void Mesh::draw() const{
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, vertices);
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glBindVertexArray(0);
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}
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